Probabilistic models of textures should be able to synthesize specific textural structures, prompting the use of filter-based Markov random fields (MRFs) with multi-modal potentials, or of advanced variants of restricted Boltzmann machines (RBMs). However, these complex models have practical problems, such as inefficient inference, or their large number of model parameters. We show how to train a Gaussian RBM with full-convolutional weight sharing for modeling repetitive textures. Since modeling the local mean intensities plays a key role for textures, we show that the covariance of the visible units needs to be sufficiently small - smaller than was previously known. We demonstrate state-of-the-art texture synthesis and inpainting performance with many fewer, but structured features being learned. Inspired by Gibbs sampling inference in the RBM and the small covariance of the visible units, we further propose an efficient, iterative deterministic texture inpainting method. © 2014 Springer-Verlag Berlin Heidelberg.
CITATION STYLE
Gao, Q., & Roth, S. (2014). Texture synthesis: From convolutional RBMs to efficient deterministic algorithms. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (Vol. 8621 LNCS, pp. 434–443). Springer Verlag. https://doi.org/10.1007/978-3-662-44415-3_44
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